Babylon 5 Wars Ship Costs

Agents of Gaming recently changed the prices for ships they are now as follows;

Omega Destroyer: 926
Hyperion Cruiser: 705
Starfury: 57
Minbari Sharlin: 1926
Minbari Flyer: 81
Minbari Nial: 106
Centauri Primus: 763
Centauri Vorchan: 360
Centauri Sentri: 38
Narn G'Quan: 673
Narn T'Loth: 485
Narn Frazi: 58
Raider Fighter: 30
Civilian Freighter: 190
Civilian Luxury Liner: 271

Babylon 5 Wars Core Rule Revisions


1.TWIN ARRAY: On page 52, the description of the Twin Particle Array says that the weapon can fire only once per turn. This is incorrect. It can fire TWICE per turn, and can engage different targets with each shot (and, if desired, one shot could be offensive while the other is defensive).


2.SENTRI PICTURE: On page 54, the picture is not that of a Sentri fighter, but of a Centauri shuttle.


3.EARTH SHIP DEFENSE VALUES: On the Earth Alliance Hyperion Heavy Cruiser ship control sheet, the Defense Values are reversed. They should be Fwd/Aft 14/11 and Strb/Port 16/13. Please note that on Earth ships these numbers indicate defense values when interceptors are not available / available. They do NOT indicate separate values forforward and aft, or starboard and port. We will use a different notation for this in the future, perhaps 14(11) and 16(13).


4.SHIP POWER LEVELS: On several of the ship sheets, the Starting Power levels do not add up correctly. All ships should have EXACTLY enough power to operate every system on the ship at nominal levels. So, simply ignore the listed "starting power" levels completely. If you need extra power for thrust, jump drives, or other reasons, simply deactivate enough systems to provide enough power. Note: Beginning with the ship control sheets in the Narn-Centauri War product, the power levels will not even include numeric totals. Instead, it will say either "Extra Power: X" (usually "Extra Power: 0" for most ships) or "Power Shortage: -X". Assume that all the ships in the Boxed Set say "Extra Power: 0."
UPDATE 9/16/97: If you get the "Power Reduction" critical hit, reduce power by 20% of the listed value. When we redo the sheets, we'll include an "Power Loss" line so you know the effect if you get this critical.


5.FIGHTER ACCELERATION COST: It does not state in the rules (but should) that fighters have an Acceleration/Deceleration cost of 1 point.


6.HIT LOCATION CHARTS: On a few ships, the hit location charts are incorrect. On the Omega Destroyer, the Interceptor hit on the Aft chart should be 10-11. On the Hyperion, the Pulse Cannon on the Side chart should be 10-11, and the Port/Stb Structure should be 12-18; also, the Interceptor on the Aft chart should be 11-13. Finally, on the Centauri Primus, the Aft Struct on the Aft chart should be 13-18.


7.PARTICLE BEAM INTERCEPT RATINGS: Numerous people have asked about the difference in the Intercept Rating on the Omega and Hyperion's Particle Beams. The listed ratings are CORRECT. We were supposed to have a note in the rulebook saying that the Hyperion uses an older model of the "standard" particle beam, but left it out inadvertently.


8.OUT OF ARC WEAPON HITS (Updated): On some ships, weapons are listed on the damage charts that are not actually attached to the sides the charts represent. For example, on the G'Quan, there are Twin Arrays listed on the Forward Hits chart but the nearest arrays are on the sides. This isn't an error! If you take damage on a weapon, but there isn't one attached to that side of the ship, then you must mark the damage on any such weapon that bears on the firing ship. THIS APPLIES ONLY IF THERE ARE NO WEAPONS ON THE APPROPRIATE SIDE IN THE FIRST PLACE! In the case of the G'Quan, a shot that hits the front and damages a Twin Array can destroy either of the arrays on the sides. However, this does NOT mean that shots hitting the front of the Centauri can destroy every Twin Array on the ship! There aren't too many cases where this rule applies in the Core Rules ships, but you might see more examples of it in future products.

9.MINBARI SHARLIN EP GUN: This should have the same arc as every other weapon attached to the forward structure.

10.POWER LOSS AND JUMP ENGINES: Some have pointed out that a ship which loses several weapons might be unable to jump because it won't have enough power. This isn't what we intended. To resolve it, use this rule: If a ship loses a weapon, power for that weapon is shunted to the jump engine (if any) by special bypass circuits. Thus, the jump engine can still be used even if the ship suffers serious damage. If there is no jump engine on the ship, the power is lost.

11.DEACTIVATION OF JUMP ENGINES: Unless otherwise noted in a specific scenario rule (or altered by your
house rules), assume that no ship can voluntarily deactivate its jump engine for extra power. While it may seem tactically
wise, it's something no ship captain would normally do; he would always want to keep that escape route open.
This restriction is lifted if the jump engine is more than 50% damaged, as the captain may well feel sticking around is less
dangerous than trying to open up a jump point!

12.PENETRATION OF DESTROYED STRUCTURE: If a ship loses a structure block, future damage through that
side on future turns is automatically rolled as a Primary hit. It does not go directly to primary structure (as the Core
Rules lead you to believe). If this were not the case, it would be impossible to destroy key primary systems (such as
sensors and engines) if the side of a ship were destroyed, which doesn't make much sense.

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All information taken from the Agents of Gaming Website, for current updates check the Agents of Gaming Webpage a link can be found through the jumpgate